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Everything posted by BahamutoD
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Improved Chase Camera Version 1.6 Download from SpaceDock Source on Github This plugin gives you the option to make the camera follow your surface velocity vector. This gives you a better feeling on how your plane is moving, its angle of attack, sideslip, etc. Press Tab to toggle. (You can change the key in settings.cfg). Toggling it off and on will bring it back to the default view angle. Set autoSnap to true in the config to have it always snap back to default angle. The default view angle can be changed in the config file as well. Two modes: 1. Toggle while in Locked mode: Camera rolls with plane. 2. Toggle while in Free mode: Camera stays level. Chase mode: Free chase mode: GPLv3
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[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Hotfix! Changes in alpha v5.1: -timewarp lock occurs only if followers are within 0.1m/s of leader (so you can't fly a probe at 4km/s by a space station, activate the module, and pull the whole station away with you) -fixed loss of followers during high timewarp I hope those fixes hold up. Let me know! The thing with staging is it's kinda weird and unreliable the way it works.. (How many times have you hit space and either nothing, or something unexpected happens?) Also its kind of confusing how the game decides whats on the next stage on vessels you aren't focused on. Might be a while before I figure it out, or at least figure out how remote staging in the Klockheed Martian smart part works. -
[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I did some testing with warp drives when I got the actiongroup mimmicry to work, and the follower's would not activate their warp engines when the leader did. It might be a problem with the warp drive mod... It might not work on crafts that aren't in focus. This issue also came up with the B9 VTOL engines; the unfocused crafts would not toggle the engine rotation. If I send the command to the follower while focused on the leader, nothing happens to the follower until I switch to it. For bug fixing, some bug reports would help! -
[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Update! Alpha v5: Changes: -added some rudimentary rover support -ships lock in position during timewarp (new) Warping: During on-rails timewarp, followers will be locked in relative position with the leader (no more drifting away). Known issue: Sometimes, when transitioning out of a planet's SOI, the BT module gets turned off for some reason and the followers drift away. For now, try not to warp too fast through SOI transitions. Once I figure it out, I'll have it automatically reduce warp to a safe speed right before a transition. Edit: It appears that it occurs randomly at high warp whether or not you're transitioning to another SOI... (new) Rovers: Landed vehicles will now use wheel throttle and steering to follow leaders. (Only tested with stock parts so far). Also included an MM config if you don't want the extra part: 1. Install ModuleManager 2. Extract the included zip file called "BTforCommandModules.zip" 3. Delete the parts folder. -
[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Those are expanding containers from my EL parts pack. Not too much more; after adding the option to lock followers in formation through timewarp, and improving steering if possible, I'll have pretty much accomplished what I set out to do. Anything else will be icing on the cake, like rover followers. That being said, Update: Did a bit of work on rover support today. I'll work on a few other things then release an update. -
[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I actually haven't changed aircraft control at all; how well it works depends on how you make the aircraft. -
Fancy crew carrier from my interstellar-quest style career.
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I'm testing it out right now on godarklight's sandbox server. So far, so good. How do you spectate? edit: Got disconnected while trying to meet people at the island runway, couldn't reconnect because "Server closed connection: Client already connected".
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[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
It could be because the BurnTogether module looks for an animation in the part model (for the indicator light). I'll have to make it handle models with no animation. This should be in the next update. -
[Tutorial] Animated Landing Leg w/ Suspension
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
You're gonna have to use Infernal Robotics if you want attached parts to move. -
[Tutorial] Animated Landing Leg w/ Suspension
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Did you make sure that the colliders are in their proper layers? If so, could you PM me the unity files? I'll try to figure out whats wrong so I can update the tutorial with the info. -
[Tutorial] Animated Landing Leg w/ Suspension
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Yeah, I wouldn't recommend using ModuleLandingLeg for legs without suspension because it gets buggy if there's no wheel collider or it's setup improperly. -
[Tutorial] Animated Landing Leg w/ Suspension
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I believe so, but you'd need multiple ModuleLandingLeg's in the config, so there would be a bunch of duplicate buttons on the same part. If you know any programming, I think it would be easy to write a small plugin to combine the multiple modules into a single button. However, I've made a part before that had 4 legs built in and it had alot of problems. Something about 4 different colliders on the same part was making it get stuck to the ground, but this was with non-suspension legs, so who knows, maybe it will be fine with wheel colliders. e: I just remembered the problem also had to do with engines also being in the same part. -
I posted a tutorial here: http://forum.kerbalspaceprogram.com/threads/77991-Tutorial-Animated-Landing-Leg-w-Suspension?p=1120473 If you have questions, please ask there.
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Animated Landing Leg w/ Suspension Tutorial This is a quick tutorial for the unity setup of a landing leg with suspension. Disclaimer: I won't be covering modelling or animation, just what you need to do to set it up in unity to get it to work properly in the game. I assume you already know how to make a basic part. I am by no means an expert, but there's no info on how to set these up except for that one unity screenshot of the stock leg and there's a few things you need to do that you can't really tell from it. I just figured it out by combining info from that picture and the rover wheel picture, and a lot of guessing. Lets get started. First model and animate your leg. I made this quick and ugly model in Blender for the sake of this tutorial. Important: Make sure that the foot object's local Y axis is pointed down, and the X axis is pointing along it's hinge axis. This will be used by KSP to orient the foot to the ground. If you're modelling in Blender, you can set it to use metric units, which will make it follow the same units of measurement as KSP. Export it as a .fbx file; make sure to check 'include animation'. Import it to Unity. In the model tab, set the scale to 1 (it defaults at 0.1 for some reason) if you used the metric scale in Blender. In the rig tab, set the animation type to Legacy. In the animation tab, name the animation. I named mine "deploy". As usual, create a GameObject at 0, 0, 0. Drag the model into the game object and setup the texture and whatnot. Add a game object for the collider of the part of the leg that moves. I named the moving part "piston", and it's collider object "pistonCollider". --If you did the animations in your 3D program, don't rename prefab objects in Unity or you will break the prefab animation. Place the collider as a child of the moving piston object and set it's transform position to 0, 0, 0. This will place it at the origin of the piston object. Add a collider component (I used a capsule collider). Adjust the dimensions and center of the collider component, not the object's transform. This will be the collider that collides with the ground. The foot itself will not have a collider. You can see the setup here: At this point, lets add a couple layers. As you can see above, click on the layers drop-down and click "add layer". Click on the empty area to the right of layer 26, and name it "WheelCollidersIgnore". Do the same for layer 27, named "WheelColliders". (as seen here: ) Go back to the piston collider, and set it's layer to "WheelCollidersIgnore". (Set any collider that the wheel collider may pass through during its travel to this layer. Thanks, Tiberion). Now, create a game object and name it "wheelCollider". Place this in the same level of the heirarchy as the piston. (Not as a child of the piston.) Set its layer to "WheelColliders". Set its transform position as the exact same position as the piston object. This is important! (Copy and paste the position values from the piston object to the wheel collider object) Then, as you can see above, set it's center (not gameobject position) and rotation so that its at the top of the piston, and the green line coming from the center of the wheel (not the green axis, the green line) is pointing along the piston to where the foot is. (see above.) Important: Set it's suspension distance long enough that it protrudes through where the bottom of the piston collider is. If its not long enough, then only the piston collider will touch the ground and you will have a rigid leg. Also visible in the above picture is the module config. As you can see, I made it so the spring and damper values are the same between the config and unity; I don't know if it matters, but I did that just to be safe. You should adjust these to your liking as you test the part in game. The config is pretty self explanatory except theres one error in that picture: set "alignFootUp = true", not false. suspensionUpperLimit is the distance you want the suspension to travel. I set mine to half the distance as the suspension limit of the wheel collider, so it will only move half the distance at max compression. Here's the overall setup. Make sure to uncheck Play Automatically on the animation component. I know, I'm bad at explaining things, but you can look at all my files here: Download Part, Blender, Unity files. If you have any questions, please ask and I'll try to answer and edit this post to clarify the confusing bit. Important extra tip: If you want your leg's piston to extend (telescopically) during its deploy animation, only animate an empty parent object of the piston mesh. The gameObject that you point to with "suspensionTransformName" in the cfg cannot be animated. Place the wheel collider and the actual piston mesh (which you point to with "suspensionTransformName")with its child foot underneath this animated empty object in the hierarchy.
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Here, I kinda did it. I had a little hiccup at the end and there was a bug where I couldn't control kerbals who had fallen out of external command seats. Also I was late for practice so I had to cut it off before the 24km boat ride home!
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Space race...
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This game is totally open ended, BigD145, so there's really no point in going into all those details. As long as you have the necessary components, it is the essence of the game for it to be up to you how to assemble and use them. You can't expect orcaman to build a working rig for you through text. His brief explanation was already enough to get you started; the rest is where the challenge of this game comes in. And yes, you touch a button on your screen in firefox to add resources to the craft. Maybe you could start your own guide. Make sure to write a couple paragraphs to explain how to use a mouse to click on stuff, and how to tell which side of a rocket points up. We'd be enlightened.